Hey, I've been running a dual Intimidate VoltTurn core and I decided I'd make a team out of it. I knew I needed something fast like Mega-Manectric for Volt Switch and then a strong Physical Attacker in Landorus-Therian to wrap the core up. I'm RaminO7 if you can't tell, but I'm into using my favourite mons and capping it up with good mons. I got inspiration from the cores list on Smogon, tweaked it a bit and then started building on it. I was thinking of running a Fire Type like Volcarona, but I didn't have any slots so if you feel a Pokemon is useless, give me the heads up. I haven't actually beat the whole team in my last 5 battles, all wins were forfeits when I was in a commanding position.
EDIT; Inspiration off Resource - Good Cores Thread
Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
Mega-Manectric has some serious firepower. Sporting 135 Speed means it can get 405 Speed allowing to pretty much outspeed everything bar Mega-Alakazam, Mega-Aerodactyl and Mega-Sceptile and getting a speed time with max speed Mega-Lopunny. Volt Switch is the first part of the VoltTurn core allowing it to wash off Overheat drops. Thunderbolt is a hard hitting move and does a tiny bit more than Volt Switch and allows it to get 2HKOes instead off subbing back in. Overheat is probably more optimal because I'm going to be Volt Switching anyways. HP Ice picks off so many OU Pokemon for 4x such as Garchomp, Salamence, Dragonite, Gliscor, Landorus-T and more. Max Speed and Special Attack allow it to do some serious and fast damage. Timid Nature gets it about 36 more Speed than a Modest form. Lightningrod is the ability before a mega evolution so that it can possibly boost Special Attack to make a hard hit on turn 1/2.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-Turn
- Stone Edge
- Knock Off
Landorus-T gets a useful 145 Attack which isn't as great as before because of the new Megas like Heracross who get ridiculously high stats. 91 Speed isn't bad but it is not great either although it can outspeed tonnes more with the Scarf. Earthquake is the STAB move and does considerable damage to the foe, however, Earthquake isn't a good move to be trapped on as things like Dragonite can use you as Setup Fodder. U-Turn is part of my VoltTurn Intimidate core and does serious damage on things like Celebi as well as a sub in. Stone Edge hits Flying, Bug, Fire and Ice extremely hard especially things like Mega Charizard Y, Talonflame, Volcarona, Mega-Pinsir. Knock Off can really hurt things like LO Alakazam who can't OHKO Landorus-T and then pretty much get whacked.
Keldeo @ Shell Bell
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Secret Sword
Keldeo's SubCM set is still quite annoying and not having a Psyshock user like Starmie or Celebi. Substitute and Calm Mind are both quite obvious for SubCM. Scald hits hard and gets those burns that really hurt physical attackers. Secret Sword allows Keldeo hit crush Chansey and Blissey on their abysmal Defence. This set was mainly picked to counter Bisharp who can use Defiant and get +1 Atk (2-1) off VoltTurn. Leftovers allow it to pick up lost HP off Substitute. 4 SpD makes Porygon-2 get an Attack boost and that's not what it wants. The 0 Atk IVs mean less damage off Foul Play users like Mandibuzz. I know it should run Leftovers, but I thought Clefable needs them the most.
Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare
Serperior's set Contrary + Leaf Storm is pretty cool but when we see a Serperior, we all know it's gonna run Leaf Storm and so out comes Heatran. Despite that, Serperior pairs reasonably well with Keldeo and is 2/3 FWG. Leaf Storm is kinda obvious but anyways, it's the only STAB move Serperior can use. Dragon Pulse is good coverage and hits all of its resisted types on Grass for neutral bar Steel. HP Fire hits some serious damage on Scizor and Ferrothorn and can do good damage on weaker defences. Glare cripples TFlame and other assorted Pokemon as well as hitting Grounds with it.
Excadrill (M) @ Rocky Helmet
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock
A Hazard Control Excadrill isn't that common, but I don't personally like Donphan, Armaldo or Sandslash and I don't use Empoleon as that, I like sweeping with it. Earthquake and Iron Head provide decent coverage over OU and are both STAB moves that do some damage but won't do so much due to no major investments for it. Rapid Spin and Stealth Rock where the main reason of this thing, I had 2 slots for 3 roles (Cleric Wall / Hazard Setter / Hazard Remover. The set gives it some good bulk and allows it to even get a 5HKO off Chansey's Seismic Toss. The Nature and EVs boost its Special Defence to a usable level and makes it fairly "bulky". You can also give Excadrill 160 HP EVs so it can survive 5HKO and either give Attack/Defence EVs.
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell / Flamethrower
- Wish / Soft-Boiled
- Protect
I've been thinking Magic Guard or Unaware. Clefable was my last choice because I needed something bulky and I needed a cleric, but Sylveon isn't that good, it's a CM Wish Passer and Florges isn't my thing with low defence and mediocre abilities. I remember once I was told Unaware Cleric is OP so I went with it. Moonblast is a solid STAB move and hits hard even unboosted. Heal Bell helps if a sweeper is inflicted and literally buzzes off Klefki, Thundurus-T etc. Wish allows it to either offer assistance to an ally or boost itself, but I didn't know if I should go with Soft-Boiled to get HP restored straight away and not risk getting beaten. Protect is my option to score some more HP and works well with Leftovers. I did also consider Flamethrower to whack Steel (Scizor, Ferrothorn etc.) but went for Heal Bell instead.
Threats
EDIT; Inspiration off Resource - Good Cores Thread
Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
Mega-Manectric has some serious firepower. Sporting 135 Speed means it can get 405 Speed allowing to pretty much outspeed everything bar Mega-Alakazam, Mega-Aerodactyl and Mega-Sceptile and getting a speed time with max speed Mega-Lopunny. Volt Switch is the first part of the VoltTurn core allowing it to wash off Overheat drops. Thunderbolt is a hard hitting move and does a tiny bit more than Volt Switch and allows it to get 2HKOes instead off subbing back in. Overheat is probably more optimal because I'm going to be Volt Switching anyways. HP Ice picks off so many OU Pokemon for 4x such as Garchomp, Salamence, Dragonite, Gliscor, Landorus-T and more. Max Speed and Special Attack allow it to do some serious and fast damage. Timid Nature gets it about 36 more Speed than a Modest form. Lightningrod is the ability before a mega evolution so that it can possibly boost Special Attack to make a hard hit on turn 1/2.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-Turn
- Stone Edge
- Knock Off
Landorus-T gets a useful 145 Attack which isn't as great as before because of the new Megas like Heracross who get ridiculously high stats. 91 Speed isn't bad but it is not great either although it can outspeed tonnes more with the Scarf. Earthquake is the STAB move and does considerable damage to the foe, however, Earthquake isn't a good move to be trapped on as things like Dragonite can use you as Setup Fodder. U-Turn is part of my VoltTurn Intimidate core and does serious damage on things like Celebi as well as a sub in. Stone Edge hits Flying, Bug, Fire and Ice extremely hard especially things like Mega Charizard Y, Talonflame, Volcarona, Mega-Pinsir. Knock Off can really hurt things like LO Alakazam who can't OHKO Landorus-T and then pretty much get whacked.
Keldeo @ Shell Bell
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Secret Sword
Keldeo's SubCM set is still quite annoying and not having a Psyshock user like Starmie or Celebi. Substitute and Calm Mind are both quite obvious for SubCM. Scald hits hard and gets those burns that really hurt physical attackers. Secret Sword allows Keldeo hit crush Chansey and Blissey on their abysmal Defence. This set was mainly picked to counter Bisharp who can use Defiant and get +1 Atk (2-1) off VoltTurn. Leftovers allow it to pick up lost HP off Substitute. 4 SpD makes Porygon-2 get an Attack boost and that's not what it wants. The 0 Atk IVs mean less damage off Foul Play users like Mandibuzz. I know it should run Leftovers, but I thought Clefable needs them the most.
Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare
Serperior's set Contrary + Leaf Storm is pretty cool but when we see a Serperior, we all know it's gonna run Leaf Storm and so out comes Heatran. Despite that, Serperior pairs reasonably well with Keldeo and is 2/3 FWG. Leaf Storm is kinda obvious but anyways, it's the only STAB move Serperior can use. Dragon Pulse is good coverage and hits all of its resisted types on Grass for neutral bar Steel. HP Fire hits some serious damage on Scizor and Ferrothorn and can do good damage on weaker defences. Glare cripples TFlame and other assorted Pokemon as well as hitting Grounds with it.
Excadrill (M) @ Rocky Helmet
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock
A Hazard Control Excadrill isn't that common, but I don't personally like Donphan, Armaldo or Sandslash and I don't use Empoleon as that, I like sweeping with it. Earthquake and Iron Head provide decent coverage over OU and are both STAB moves that do some damage but won't do so much due to no major investments for it. Rapid Spin and Stealth Rock where the main reason of this thing, I had 2 slots for 3 roles (Cleric Wall / Hazard Setter / Hazard Remover. The set gives it some good bulk and allows it to even get a 5HKO off Chansey's Seismic Toss. The Nature and EVs boost its Special Defence to a usable level and makes it fairly "bulky". You can also give Excadrill 160 HP EVs so it can survive 5HKO and either give Attack/Defence EVs.
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell / Flamethrower
- Wish / Soft-Boiled
- Protect
I've been thinking Magic Guard or Unaware. Clefable was my last choice because I needed something bulky and I needed a cleric, but Sylveon isn't that good, it's a CM Wish Passer and Florges isn't my thing with low defence and mediocre abilities. I remember once I was told Unaware Cleric is OP so I went with it. Moonblast is a solid STAB move and hits hard even unboosted. Heal Bell helps if a sweeper is inflicted and literally buzzes off Klefki, Thundurus-T etc. Wish allows it to either offer assistance to an ally or boost itself, but I didn't know if I should go with Soft-Boiled to get HP restored straight away and not risk getting beaten. Protect is my option to score some more HP and works well with Leftovers. I did also consider Flamethrower to whack Steel (Scizor, Ferrothorn etc.) but went for Heal Bell instead.
Threats
- Bisharp (and other Defiant users): Being able to boost attack instead of a drop pretty much counters my whole strategy. If I lose Keldeo and Excadrill, I'm pretty much screwed.
- Mega-Metagross: Pretty much everyone hates this (it's so an Uber mon, I mean come on, 145Atk and 110 Spe coupled with 150/110 defences is totally enough to to send it to Uber), having 110 Speed makes it deadly and it can hammer my team with the set Meteor Mash / Zen Headbutt / Earthquake / Ice Punch because everyone is weak to it some way and I can't really outspeed it apart from Serperior and Manectric. But again, Hammer Arm is more used than Earthquake and Grass Knot is used over Ice Punch. However, after it Mega evolves, it loses Clear Body and is crippled by VoltTurn Intimidate.
Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Adamant Nature
- Earthquake
- U-Turn
- Stone Edge
- Knock Off
Keldeo-Resolute @ Shell Bell
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Secret Sword
Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare
Excadrill (M) @ Rocky Helmet
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell
- Wish
- Protect
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Adamant Nature
- Earthquake
- U-Turn
- Stone Edge
- Knock Off
Keldeo-Resolute @ Shell Bell
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Secret Sword
Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare
Excadrill (M) @ Rocky Helmet
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell
- Wish
- Protect
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